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(+1)

PROS:

I really dig the overworld map.  Nice and colorful with an easy to understand system of having to be a certain level in order to enter.  You have a very good eye for 3D maps.  The elevation on your towns is superb!  There were many hidden paths with treasure which made it fun to explore every nook and cranny.  There were even some areas which there was no way out so I had to reset the game however, I kept coming back for more! The music was very soothing as well.  Looking forward to this project developing as this was quite an enjoyable demo!

CONS:

The intro ran too fast to read the text.  I only had about 2-3 secs to read whatever was on screen.  I would say to wait for player input to move onto next message.  I would also suggest to remove the "Touch to initiate" events.  Too many times I got stuck and forced to read the same NPC message countless times.  After three or four battles, my characters became nearly unkillable so please adjust the balance.  Also, I found no way to stop the Auto battles.  Therefore, I was forced to just watch the party spam their normal attacks for every fight.  Lastly, it was a little too crowded in some areas with enemies.  Since they respawn when you leave and re-enter a map, I would suggest to space them out even further or tone down the numbers.

Thank you so much @Kumachan77.  Your feedback is so much appreciated.  I will definitely look through those.  

About the overworld any preference on just being able to enter the area or needing to get a key input before entering the area? Please let me know. 

Thank you again for all the feedback.

(+1)

If there is a way to display the required level or name above each location, that would be awesome.  That was a popular Yanfly plugin in RPG MV but don't think it exists in SGB.   There was a way for squeeze by the forest to the east and enter the incomplete town.  If not intentional, simple invisible block or event should prevent players from accessing that area.  Other than that, I`m a fan of pressing the action key on an event location rather than “If player touches” events for over world maps.

Thank you.  Let me see what can be done.